The earrings (or their transformed equivalent) infuse sunlight into the user, the more stressed they are, the more their body radiates light, their eyes shining like golden suns.
Someone who has shown themselves a worthy representative of a god's power may be blessed with more fitting abilities.
You gain the following benefits as long as you are wearing this Artifact.
Your Stress from Injuries and Mind Damage is reduced to 0.
You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.
Isaac will do his best to avoid stress, but now when he does face the pain no longer eats at his weak mortal flesh, the flesh has gone numb.
After his last job, he snagged some pages and got some glimpses of notes and documents to add to his research. With this knowledge, he crafted a serum of sorts, made from the ash, that he injected into himself with a needle he stole from work. Whatever it was made his body feel, nothing, or well almost nothing, it was a familiar feeling.
While having this power, some of his veins and arteries appear much darker than normal.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
A coat of mercurial liquid flows idly, circling the arm. Small amounts of this alien liquid are precisely released throughout the body, overriding much of the nervous system and keeping the wielder's physical and mental state regular at all times.
You gain the following benefits as long as you are wearing this Artifact.
Your Stress from Injuries and Mind Damage is reduced to 0.
While Incapacitated, you may Exert your Mind to take a single action.
A locket containing a picture of Cosimo's deceased wife and son.
You gain the following benefits as long as you are wearing this Artifact.
Your Stress from Injuries and Mind Damage is reduced to 0.
Stress from Injuries acts as a dice bonus instead of penalty.
Jude revels in his shuddering lungs and hacking cough. The dehydration headache, the stitch in his side when he runs, and the soreness of his legs from spending his life in cheap shoes- it's all home, it's always been there for him, and it makes him feel confident that he's doing something right. He wants to help others realise that this is the right way to feel, but is smart enough to play some waiting games on the process.
Ann Webber is his best friend and longest term project. He knows/thinks he knows that he'll convert her eventually; he can at least put it on the backburner for their friendship.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
Stress from Injuries acts as a dice bonus instead of penalty.
Possession of this Power grants the following Trauma at all times: Typhoid Mary - Jude is convinced that this ability is secretly present in every single person. He will try to get others sick whenever he thinks he can get away with it (or when the GM rules that the trauma overpowers reason). He may try to convince others into addictions. This is ingrained in his personality and the progression of his gifts..
Quincy takes a moment to straighten his appearance and dust himself off - wipe blood from his nose, straighten his clothes, etc. As he does so, he seems to emit a gravity: small objects around him rattle and air rushes into his body as he takes an impossibly deep breath. When he exhales, he's stable again.
Exert your Mind and spend an Action.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
The mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.